private IEnumerator OnRootConsoleRender() { while (Application.isPlaying) { if (_renderRequired) { for (int i = 0; i < MonsterStat.transform.childCount; i++) { var go = MonsterStat.transform.GetChild(i).gameObject; Destroy(go); } // _mapConsole.Clear(); // _messageConsole.Clear(); // _statConsole.Clear(); // _inventoryConsole.Clear(); DungeonMap.Draw(); MessageLog.Draw(); TargetingSystem.Draw(); //_rootConsole.Draw(); _renderRequired = false; } yield return(null); } }
private void Draw() { World.Draw(); Player.Draw(World); Player.DrawStats(); MessageLog.Draw(); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); MessageLog.Draw(_messageConsole); Player.DrawStats(_statConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); // Don't bother redrawing all of the consoles if nothing has changed. _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //don't redraw consoles if nothing changes if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); //draw the player Player.Draw(_mapConsole, DungeonMap); //draw the status console Player.DrawStats(_statConsole); //draw the MessageLog MessageLog.Draw(_messageConsole); //Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); //tell RLNet to draw the console _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //dont want to redraw all the time for no reason if (_renderRequired) { //clear all _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); // draw the map, this has to be first i think DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); //combine all the smaller consoles to the main one RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); _rootConsole.Draw(); } }
private static void RootConsole_Render(object sender, UpdateEventArgs e) { if (_renderRequired) { mazmorraConsole.Clear(); estadisticaConsole.Clear(); mensajeConsole.Clear(); DungeonMap.Draw(mazmorraConsole, estadisticaConsole); Player.Draw(mazmorraConsole, DungeonMap); Player.DrawStats(estadisticaConsole); MessageLog.Draw(mensajeConsole); RLConsole.Blit(mazmorraConsole, 0, 0, mazmorraWidth, mazmorraHeight, rootConsole, 0, inventarioHeight); RLConsole.Blit(estadisticaConsole, 0, 0, estadisticasWidth, estadisticasHeight, rootConsole, mazmorraWidth, 0); RLConsole.Blit(mensajeConsole, 0, 0, mensajeWidth, mensajeHeight, rootConsole, 0, screenHeight - mensajeHeight); RLConsole.Blit(inventarioConsole, 0, 0, inventarioWidth, inventarioHeight, rootConsole, 0, 0); rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole); Player.DrawStats(_statConsole); MessageLog.Draw(_messageConsole); if (!Globals.BuildingEntranceIsTriggered && !Globals.IsPlayerDead && !Globals.IsBossDead) { // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, 0); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); } else if (Globals.BuildingEntranceIsTriggered) { if (Globals.SheriffTriggered) { QuestMenu.CreateQuestMenu(_rootConsole); } else if (Globals.GenericMenuTriggered) { Menu.CreateMenu(_rootConsole); } else { Globals.BuildingEntranceIsTriggered = false; } } else if (Globals.IsBossDead) { WinMenu.CreateWinScreen(_rootConsole); } else if (Globals.IsPlayerDead) { if (Player.Health <= 0) { DeathScreen.CreateDeathScreen(_rootConsole); } else { Globals.IsPlayerDead = false; } } // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
private static void DrawConsoles() { DungeonMap.Draw(mapConsole, Stats); Player.Draw(mapConsole, DungeonMap); Player.DrawStats(Stats, 1); MessageLog.Draw(Messages); Player.Inventory.Draw(QuickBar); }
public void Update() { if (!gameOver) { CheckKeyboard(); } MessageLog.Draw(); CheckWin(); }
public void Draw(RLConsole mapConsole, RLConsole statConsole, RLConsole messageConsole) { var mapDto = this.mappingService.GetDungeonDtoById(1); var playerDto = this.mappingService.GetPlayerDtoById(1); mapDto.Initialize(); mapDto.UpdatePlayerFieldOfView(playerDto); mapDto.Draw(mapConsole, statConsole); playerDto.Draw(mapConsole, mapDto); playerDto.DrawStats(statConsole); MessageLog.Draw(messageConsole); }
private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { if (_renderRequired) { _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); Player.DrawInventory(_inventoryConsole); MessageLog.Draw(_messageConsole); _messageConsole.SetBackColor(0, 0, _messageWidth, _messageHeight, Swatch.DbDark); TargetingSystem.Draw(_mapConsole); RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); if (IsInventoryScreenShowing) { InventoryScreen.Draw(_rootConsole, Player.Inventory); } if (IsDialogScreenShowing) { DialogScreen.Draw(_rootConsole); } if (IsShopSelectionScreenShowing) { ShopSelectionScreen.Draw(_rootConsole); } if (IsBuyScreenShowing) { BuyScreen.Draw(_rootConsole); } if (IsSellScreenShowing) { SellScreen.Draw(_rootConsole, Player.Inventory); } _rootConsole.Draw(); _renderRequired = false; } }
/// <summary> /// Event handler for RLNET Render event /// </summary> private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { //Blit other console sections to the root console //Blit: Bit BLock Transfer RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _invHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_invConsole, 0, 0, _invWidth, _invHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); MessageLog.Draw(_messageConsole); InventoryLog.Draw(_invConsole); player.Draw(_mapConsole, DungeonMap); _rootConsole.Draw(); }
private void LateUpdate() { if (_renderRequired) { for (int i = 0; i < MonsterStat.transform.childCount; i++) { var go = MonsterStat.transform.GetChild(i).gameObject; Destroy(go); } DungeonMap.Draw(); MessageLog.Draw(); TargetingSystem.Draw(); _renderRequired = false; } }
protected override void Draw(GameTime gameTime) { if (_renderRequired) { GraphicsDevice.Clear(Color.Black); _mapConsole.CellData.Clear(); _messageConsole.CellData.Clear(); _statConsole.CellData.Clear(); _inventoryConsole.CellData.Clear(); MessageLog.Draw(_messageConsole); DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); base.Draw(gameTime); } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { // Don't bother redrawing all of the consoles if nothing has changed. if (_renderRequired) { //Clear the consoles _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); //Draw the dungeon map. DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); //draw the message log MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); // Blit the sub consoles to the root console in the correct locations /* params * - source console * - x_pos * - y_pos * - width * - height * - destination console * - x+y position of top left corner to blit in destination console */ RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); _renderRequired = false; } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { // Blit the sub consoles to the root console in the correct locations // if (_renderRequired) //{ RLConsole.Blit(_mapConsole, 0, 0, _mapWidth, _mapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _mapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); DungeonMap.Draw(_mapConsole); MessageLog.Draw(_messageConsole); Player.Draw(_mapConsole, DungeonMap); // Tell RLNET to draw the console that we set _rootConsole.Draw(); // _renderRequired = false; // } }
private static void OnGameRender(object sender, UpdateEventArgs e) { if (renderRequired) { mapConsole.Clear(); statConsole.Clear(); messageConsole.Clear(); MessageLog.Draw(messageConsole); DungeonMap.Draw(mapConsole, statConsole); Player.Draw(mapConsole, DungeonMap); Player.DrawStats(statConsole); Player.DrawItems(inventoryConsole); RLConsole.Blit(mapConsole, 0, 0, mapWidth, mapHeight, rootConsole, 0, inventoryHeight); RLConsole.Blit(statConsole, 0, 0, statWidth, statHeight, rootConsole, mapWidth, 0); RLConsole.Blit(messageConsole, 0, 0, messageWidth, messageHeight, rootConsole, 0, screenHeight - messageHeight); RLConsole.Blit(inventoryConsole, 0, 0, inventoryWidth, inventoryHeight, rootConsole, 0, 0); rootConsole.Draw(); } renderRequired = false; }
public override void DrawState(GameTime time) { camera.Draw(spriteBatch); msgLog.Draw(spriteBatch); }
private static void OnRootConsoleUpdate(object sender, UpdateEventArgs e) { bool didUnitAct = false; bool didPlayerAct = false; bool didMenuUpdate = false; RLKeyPress keyPress = _rootConsole.Keyboard.GetKeyPress(); if (_currentState == _gameStates.MainMenu) { _mapConsole.SetBackColor(0, 0, _mapWidth, _mapHeight, RLColor.Black); _mapConsole.Print(1, 1, "Press G to start a new game", Colors.TextHeading); renderRequired = true; if (keyPress != null) { if (keyPress.Key == RLKey.G) { _currentState = _gameStates.InGame; //on a state change we need to redraw the interface guiRedraw = true; } } //draw menu } else if (_currentState == _gameStates.InGame) { //handle player input when we're ingame if (CommandSystem.isPlayerTurn) { if (keyPress != null) { switch (keyPress.Key) { case RLKey.Up: didPlayerAct = CommandSystem.MovePlayer(Directions.Up); break; case RLKey.Down: didPlayerAct = CommandSystem.MovePlayer(Directions.Down); break; case RLKey.Left: didPlayerAct = CommandSystem.MovePlayer(Directions.Left); break; case RLKey.Right: didPlayerAct = CommandSystem.MovePlayer(Directions.Right); break; case RLKey.Escape: _rootConsole.Close(); break; } if (didPlayerAct) { renderRequired = true; mapRedraw = true; CommandSystem.EndPlayerTurn(); } } } else if (!CommandSystem.isPlayerTurn) { CommandSystem.ActivateMonsters(); renderRequired = true; } //draw gui if not drawn if (guiRedraw) { _mapConsole.Clear(); _mapConsole.SetBackColor(0, 0, _mapWidth, _mapHeight, Colors.FloorBackground); mapRedraw = true; _messageConsole.Clear(); _messageConsole.SetBackColor(0, 0, _messageWidth, _messageHeight, Swatch.DbDeepWater); _statConsole.Clear(); _statConsole.SetBackColor(0, 0, _statWidth, _statHeight, Swatch.DbOldStone); _inventoryConsole.Clear(); _inventoryConsole.SetBackColor(0, 0, _inventoryWidth, _inventoryHeight, Swatch.DbWood); _inventoryConsole.Print(1, 1, "Inventory", Colors.TextHeading); renderRequired = true; guiRedraw = false; } if (mapRedraw) { MessageLog.Draw(_messageConsole); DungeonMap.Draw(_mapConsole, _statConsole); Player.Draw(_mapConsole, DungeonMap); Player.DrawStats(_statConsole); renderRequired = true; mapRedraw = false; } } }
// Event handler for RLNET's Render event private static void OnRootConsoleRender(object sender, UpdateEventArgs e) { DateTime _currentTime = DateTime.Now; if (!_gameOver && _time.AddMilliseconds(160) < _currentTime) { _renderRequired = true; _nextAnimation = true; _time = _currentTime; } if (_renderRequired && !_gameOver) { _rootConsole.Clear(); _mapConsole.Clear(); _statConsole.Clear(); _messageConsole.Clear(); _inventoryConsole.Clear(); Point mapBlitOrigin = GetMapBlitOrigin(); _statConsole.SetBackColor(0, 0, _statWidth, _statHeight, Colors.Alternate); _messageConsole.SetBackColor(0, 0, _messageWidth, _messageHeight, Colors.Secondary); if (_mapLevel == 1) { _mapConsole.SetBackColor(mapBlitOrigin.X, mapBlitOrigin.Y, _onConsoleMapWidth, _onConsoleMapHeight, RLColor.Black); } else { for (int i = 0; i < _onConsoleMapHeight; i++) { _mapConsole.SetBackColor(mapBlitOrigin.X, mapBlitOrigin.Y + i, _onConsoleMapWidth, 1, RLColor.Blend(Colors.gradient1, Colors.gradient2, 1f - i / (_onConsoleMapHeight - 1f))); } } _inventoryConsole.SetBackColor(0, 0, _inventoryWidth, _inventoryHeight, Colors.Compliment); _inventoryConsole.Print(1, 1, "Inventaire", RLColor.White); Map.Draw(_mapConsole, _statConsole, _nextAnimation); Player.Draw(_mapConsole, Map, _nextAnimation); MessageLog.Draw(_messageConsole); Player.DrawStats(_statConsole); Inventory.DrawWithEffect(_inventoryConsole, _mapConsole); ICell cell = Map.GetCell(Player.X, Player.Y); Point mousePos = GetMousePosOnMap(); if (Map.IsInFov(mousePos.X, mousePos.Y) && Map.GetMonsterAt(mousePos.X, mousePos.Y) != null) { CellSelection.DrawPath(Player.Coord, mousePos, _mapConsole); _mapConsole.SetBackColor(mousePos.X, mousePos.Y, Colors.AlternateDarker); } _renderRequired = CellSelection.ShockWaveEffect(_mapConsole); _nextAnimation = false; if (Map is InvertedMap invertedMap) { _mapConsole = invertedMap.InvertMap(_mapConsole); mapBlitOrigin = new Point(_mapWidth - mapBlitOrigin.X - _onConsoleMapWidth, _mapHeight - mapBlitOrigin.Y - _onConsoleMapHeight); } // Blit the sub consoles to the root console in the correct locations RLConsole.Blit(_mapConsole, mapBlitOrigin.X, mapBlitOrigin.Y, _onConsoleMapWidth, _onConsoleMapHeight, _rootConsole, 0, _inventoryHeight); RLConsole.Blit(_statConsole, 0, 0, _statWidth, _statHeight, _rootConsole, _onConsoleMapWidth, 0); RLConsole.Blit(_messageConsole, 0, 0, _messageWidth, _messageHeight, _rootConsole, 0, _screenHeight - _messageHeight); RLConsole.Blit(_inventoryConsole, 0, 0, _inventoryWidth, _inventoryHeight, _rootConsole, 0, 0); // Tell RLNET to draw the console that we set _rootConsole.Draw(); } else if (_gameOver) { _UIConsole.Clear(); _UIConsole.SetBackColor(0, 0, _screenWidth, _screenHeight, Colors.ComplimentLighter); menu.Draw(_UIConsole, GetMousePos()); RLConsole.Blit(_UIConsole, 0, 0, _UIWidth, _UIHeight, _rootConsole, 0, 0); _rootConsole.Draw(); } }
/// <summary> /// The rendering engine for the overworld. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnOverworldRender(object sender, UpdateEventArgs e) { // Don't bother redrawing all of the consoles if nothing has changed. if (_renderRequired) { mapConsole.Clear(); statConsole.Clear(); messageConsole.Clear(); inventoryConsole.Clear(); // Draw the map DungeonMap.Draw(mapConsole, statConsole); // Draw our player on the map subconsole Player.Draw(mapConsole, DungeonMap); // After we draw our player, draw our player's stats in the stats subconsole Player.DrawStats(statConsole); // Draw the player's inventory Player.DrawInventory(inventoryConsole); // Draw our message log MessageLog.Draw(messageConsole); // Refocus the camera CameraSystem.RefocusCamera(); // Blit the sub consoles to the root console in the correct locations RLConsole.Blit( statConsole, 0, 0, Dimensions.StatWidth, Dimensions.StatHeight, console, 0, 0 ); RLConsole.Blit( messageConsole, 0, 0, Dimensions.MessageWidth, Dimensions.MessageHeight, console, 0, Dimensions.ScreenHeight - Dimensions.MessageHeight ); RLConsole.Blit( inventoryConsole, 0, 0, Dimensions.InventoryWidth, Dimensions.InventoryHeight, console, Dimensions.MapWidth, 0 ); RLConsole.Blit( mapConsole, CameraSystem.ViewportStartX, CameraSystem.ViewportStartY, Dimensions.MapWidth, Dimensions.MapHeight, console, 0, Dimensions.StatHeight ); // Tell RLNET to draw the console that we set console.Draw(); } }
protected override void Draw(GameTime gameTime) { if (_renderRequired) { GraphicsDevice.Clear(Color.Black); _mapConsole.CellData.Clear(); _messageConsole.CellData.Clear(); _statConsole.CellData.Clear(); _inventoryConsole.CellData.Clear(); MessageLog.Draw(_messageConsole); DungeonMap.Draw(_mapConsole, _statConsole, _inventoryConsole); MapMessageLog.Draw(_mapConsole); MessageLog.Draw(_messageConsole); TargetingSystem.Draw(_mapConsole); _inventoryConsole.CellData.Print(0, 10, "________________________________________________________________________________", Color.Green); _messageConsole.CellData.Print(0, 0, "--------------------------------------------------------------------------------", Color.Green); _statConsole.CellData.Print(0, 0, "|", Color.Green); _statConsole.CellData.Print(0, 1, "|", Color.Green); _statConsole.CellData.Print(0, 2, "|", Color.Green); _statConsole.CellData.Print(0, 3, "|", Color.Green); _statConsole.CellData.Print(0, 4, "|", Color.Green); _statConsole.CellData.Print(0, 5, "|", Color.Green); _statConsole.CellData.Print(0, 6, "|", Color.Green); _statConsole.CellData.Print(0, 7, "|", Color.Green); _statConsole.CellData.Print(0, 8, "|", Color.Green); _statConsole.CellData.Print(0, 9, "|", Color.Green); _statConsole.CellData.Print(0, 10, "|", Color.Green); _statConsole.CellData.Print(0, 11, "|", Color.Green); _statConsole.CellData.Print(0, 12, "|", Color.Green); _statConsole.CellData.Print(0, 13, "|", Color.Green); _statConsole.CellData.Print(0, 14, "|", Color.Green); _statConsole.CellData.Print(0, 15, "|", Color.Green); _statConsole.CellData.Print(0, 16, "|", Color.Green); _statConsole.CellData.Print(0, 17, "|", Color.Green); _statConsole.CellData.Print(0, 18, "|", Color.Green); _statConsole.CellData.Print(0, 19, "|", Color.Green); _statConsole.CellData.Print(0, 20, "|", Color.Green); _statConsole.CellData.Print(0, 21, "|", Color.Green); _statConsole.CellData.Print(0, 22, "|", Color.Green); _statConsole.CellData.Print(0, 23, "|", Color.Green); _statConsole.CellData.Print(0, 24, "|", Color.Green); _statConsole.CellData.Print(0, 25, "|", Color.Green); _statConsole.CellData.Print(0, 26, "|", Color.Green); _statConsole.CellData.Print(0, 27, "|", Color.Green); _statConsole.CellData.Print(0, 28, "|", Color.Green); _statConsole.CellData.Print(0, 29, "|", Color.Green); _statConsole.CellData.Print(0, 30, "|", Color.Green); _statConsole.CellData.Print(0, 31, "|", Color.Green); _statConsole.CellData.Print(0, 32, "|", Color.Green); _statConsole.CellData.Print(0, 33, "|", Color.Green); _statConsole.CellData.Print(0, 34, "|", Color.Green); _statConsole.CellData.Print(0, 35, "|", Color.Green); _statConsole.CellData.Print(0, 36, "|", Color.Green); _statConsole.CellData.Print(0, 37, "|", Color.Green); _statConsole.CellData.Print(0, 38, "|", Color.Green); _statConsole.CellData.Print(0, 39, "|", Color.Green); _statConsole.CellData.Print(0, 40, "|", Color.Green); _statConsole.CellData.Print(0, 41, "|", Color.Green); _statConsole.CellData.Print(0, 42, "|", Color.Green); _statConsole.CellData.Print(0, 43, "|", Color.Green); _statConsole.CellData.Print(0, 44, "|", Color.Green); _statConsole.CellData.Print(0, 45, "|", Color.Green); _statConsole.CellData.Print(0, 46, "|", Color.Green); _statConsole.CellData.Print(0, 47, "|", Color.Green); _statConsole.CellData.Print(0, 48, "|", Color.Green); _statConsole.CellData.Print(0, 49, "|", Color.Green); _statConsole.CellData.Print(0, 50, "|", Color.Green); _statConsole.CellData.Print(0, 51, "|", Color.Green); _statConsole.CellData.Print(0, 52, "|", Color.Green); _statConsole.CellData.Print(0, 53, "|", Color.Green); _statConsole.CellData.Print(0, 54, "|", Color.Green); _statConsole.CellData.Print(0, 55, "|", Color.Green); _statConsole.CellData.Print(0, 56, "|", Color.Green); _statConsole.CellData.Print(0, 57, "|", Color.Green); _statConsole.CellData.Print(0, 58, "|", Color.Green); _statConsole.CellData.Print(0, 59, "|", Color.Green); _statConsole.CellData.Print(0, 1, "|", Color.Green); if (RogueGame._mapLevel == 1) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Desert Pass", Color.Tan); } else if (RogueGame._mapLevel == 2) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 1", Color.Red); } else if (RogueGame._mapLevel == 3) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 2", Color.Red); } else if (RogueGame._mapLevel == 4) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Cavern Base Level 3", Color.Red); } else if (RogueGame._mapLevel == 5) { _statConsole.CellData.Print(1, 60, "Location:", Color.Green); _statConsole.CellData.Print(1, 62, "Summoning Chambers", Color.Red); } base.Draw(gameTime); } }